I know it is not supposed to happen in wargames but in real life maps are often wrong and "safe" places aren't always safe. I wouldn't throw something that cost money away just because it pissed me off once.

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"Patriotism: Your conviction that this country is superior to all other countries because you were born in it." - George Bernard Shaw

Apart from the small issue above, there are plenty of differences between the computer and board game versions. This would be particularly frustrating for those who own the boardgame, expecting a reasonably similar experience when purchasing the computer game, expecting that they could for instance play their friends more often online, rather than the monthly ftf game - and be able to utilise the same ruleset and expected outcomes.

Apart from the small issue above, there are plenty of differences between the computer and board game versions. This would be particularly frustrating for those who own the boardgame, expecting a reasonably similar experience when purchasing the computer game, expecting that they could for instance play their friends more often online, rather than the monthly ftf game - and be able to utilise the same ruleset and expected outcomes.

The best way to achieve that goal is to use Zun Tsu. Works really well for two players, but clearly, no AI.

I have a handful of other LOS experiences where I was expecting one thing to happen b/c of my experience with the boardgame but it plays out differently on PC. There is a disclaimer on the product page that goes along the lines of "Line of Sight calculations use a 3D technique -- ray casting on the map geometry -- instead of the rules in the book. This allows the computer game to have more complicated hills than in the board game"

The problem is how do you know? There is a nice LOS tool, but short of using it on every hex in consideration how can a player know what to expect. Here's a flat level example that impacted gameplay.

Good diagram, demonstrates the boardgame LOS well. They should have included the case where the line goes through an element of clear terrain in a hex with a building to show that the HEX, not the building itself blocks LOS.

According to that diagram, the los in Ty's previous image post should be clear, since it's traced along the hexsides of building hexes but not into them. That's the same as line A to E in the above diagram, it goes along hexside of B woods but isn't blocked because the adjacent hex is clear.

Yes. I would be interested to find out the logic behind such a major discrepancy between the boardgame and computer game. One wonders how the change in LOS engine has affected game balance, for a start.